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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
-Fixed there being no return link when a "No SQL server" message appears on the Library Computer.
-Increased the amount of lights you get from adding glass to the Light Replacer. -Emagging the light replacer is one way. -You can add lights to the light replacer to add uses. -You can unload the trash bag by clicking on it. -Vodka now heals toxin damage. -Made light tubes the same price as light bulbs. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4114 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -512,8 +512,8 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
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var/title = query.item[3]
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var/category = query.item[4]
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dat += "<tr><td>[author]</td><td>[title]</td><td>[category]</td><td><A href='?src=\ref[src];targetid=[id]'>\[Order\]</A></td></tr>"
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dat += "</table><BR>"
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dat += "<A href='?src=\ref[src];switchscreen=0'>(Return to main menu)</A><BR>"
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dat += "</table>"
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dat += "<BR><A href='?src=\ref[src];switchscreen=0'>(Return to main menu)</A><BR>"
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dbcon.Disconnect()
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if(5)
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dat += "<H3>Upload a New Title</H3>"
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@@ -15,7 +15,7 @@
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//
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// HOW TO REFILL THE DEVICE
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//
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// It will need to be manually refilled with glass.
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// It will need to be manually refilled with lights.
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// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
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//
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// EMAGGED FEATURES
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@@ -36,7 +36,7 @@
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/obj/item/device/lightreplacer
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name = "light replacer"
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desc = "A device to automatically replace lights. Needs glass to operate."
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desc = "A device to automatically replace lights. Refill with working lightbulbs."
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icon = 'janitor.dmi'
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icon_state = "lightreplacer0"
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@@ -47,7 +47,7 @@
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var/emagged = 0
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var/failmsg = ""
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// How much to increase per each glass?
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var/increment = 2
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var/increment = 5
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// How much to take from the glass?
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var/decrement = 1
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var/charging = 0
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@@ -63,7 +63,7 @@
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usr << "It has [uses] lights remaining."
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/obj/item/device/lightreplacer/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/card/emag))
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if(istype(W, /obj/item/weapon/card/emag) && emagged == 0)
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Emag()
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return
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@@ -75,6 +75,20 @@
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user << "You insert a piece of glass into the [src.name]. You have [uses] lights remaining."
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return
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if(istype(W, /obj/item/weapon/light))
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var/obj/item/weapon/light/L = W
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if(L.status == 0) // LIGHT OKAY
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if(uses <= max_uses)
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ModifyUses(1)
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user << "You insert the [L.name] into the [src.name]. You have [uses] lights remaining."
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user.drop_item()
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del(L)
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return
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else
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user << "You need a working light."
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return
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/obj/item/device/lightreplacer/attack_self(mob/user)
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/* // This would probably be a bit OP. If you want it though, uncomment the code.
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if(isrobot(user))
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@@ -81,6 +81,14 @@
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else
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user << "\blue The bag is full!"
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/obj/item/weapon/trashbag/attack_self(mob/living/user as mob)
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if(contents.len > 0)
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for(var/obj/item/I in src.contents)
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I.loc = user.loc
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update_icon()
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user << "\blue You drop all the trash onto the floor."
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/obj/item/weapon/trashbag/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
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if(istype(target, /obj/item))
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var/obj/item/W = target
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@@ -37,18 +37,12 @@ datum
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if(istype(C, /obj/item/clothing/suit/bio_suit))
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// bio suits are just about completely fool-proof - Doohl
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// kind of a hacky way of making bio suits more resistant to chemicals but w/e
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if(prob(50))
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if(prob(75))
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block = 1
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else
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if(prob(50))
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block = 1
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if(istype(C, /obj/item/clothing/head/bio_hood))
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if(prob(50))
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if(prob(75))
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block = 1
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else
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if(prob(50))
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block = 1
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chance = chance * 100
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@@ -2593,6 +2587,8 @@ datum
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if(!data) data = 1
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data++
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M.dizziness +=3
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if(holder.has_reagent("toxin"))
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holder.remove_reagent("toxin", 2)
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if(data >= 45 && data <125)
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if (!M.stuttering) M.stuttering = 1
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M.stuttering += 3
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@@ -674,7 +674,7 @@
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icon_state = "ltube"
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base_state = "ltube"
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item_state = "c_tube"
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g_amt = 200
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g_amt = 100
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brightness = 8
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large
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